Last CT Health

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Matrix

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If you do !rebel depending on the CT count the health ranges, same thing should be with Last CT you don't need 400 HP for 3 T's (Only have to kill 1) and you need more than 400 hp for 10-20 Ts. The amount of HP per T shouldn't be as high as !rebel but should be a decent amount (50 hp per T alive + base)
 
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I like this suggestions. It balances out last ct for both sides.

+1 !
 
But what if David plays again, then itd be like if there was like 200 CTs vs 0 Ts?

I mean, I get most people are bronze league, but there's a few LEMs that play occasionally... maybe... possibly...
 
To be honest, I don't think that the HP or the last CT should be changed this drastically, but I would like to see at least enough health to survive one AWP headshot (maybe 500?).

For the !lr option, !rebel, you gain a large amount of health based on CTs alive, and it is meant to put you on the same level and provide a high percentage of winning the round by killing all remaining CTs, I don't think this should be the case for the last CT, you are usually given the situation of fighting many unarmed Prisoners, many of which are often hiding. Because of this, I think it would be fine for last CT health to remain about the same, maybe a slight increase to 500.

(Also I'll take this time to address a small issue, if you were the original warden and did not lose the extra health you get when you get last CT, if you !pass, you lose your last CT health and your bonus warden health, !pass > 425 hp to 100 hp, not usually a common or big issue)
 
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I think the health per T is pretty good right now. With the current system, it's still pretty hard for a CT to kill all until lr, especially if they have guns. Since most people are silver, they need more health per T. The success rate of a last CT is already pretty low, so I don't really think a change is necessary.
 
Sure, health can become 40 times the number of existing Ts plus base HP.

So:
CT, full HP, against 20 Ts will have their HP bumped from 100 to 900.
 
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